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Java Game APIs & Engines / Java 2D / Re: trying to make anaglyph - how to composite
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on: 2008-03-19 01:48:47
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so i've found a solution, but it's what you could call "manual work" and slow as *** 1 2 3 4 5 6 7 8 9 10 11 12 13 14
| final BufferedImage leftImg = bufferLeft.getImage(); final BufferedImage rightImg = bufferRight.getImage(); final BufferedImage comboImg = bufferCombo.getImage();
final int[] pxLeft = leftImg.getRGB(0, 0, getWidth(), getHeight(), null, 0, getWidth()); final int[] pxRight = rightImg.getRGB(0, 0, getWidth(), getHeight(), null, 0, getWidth()); final int[] combo = new int[pxLeft.length];
for (int p = 0; p < getWidth() * getHeight(); p++) { combo[p] = (pxLeft[p] & 0xFFFF0000) | (pxRight[p] & 0xFF00FFFF); }
comboImg.setRGB(0, 0, getWidth(), getHeight(), combo, 0, getWidth()); graphics.drawImage(bufferCombo, new Point(0, 0)); |
it also doesn't quite work, i can see bits of the right image with my left eye, but that's probably because of my bad 3d glasses
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Java Game APIs & Engines / Java 2D / trying to make anaglyph - how to composite
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on: 2008-03-18 21:37:59
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I'm trying to give my game an anaglyph render mode. I've created two buffers (one left one right, both as Image) and drawn different things on them, but I can't find out how to composite them onto a single graphics objects. I need to draw only the red channel of the left buffer, then draw the blue and green channels of the right buffer on top of that. I've searched and searched, but I can only find compositing with AlphaComposite, which doesn't work per-channel. Who can help me with my original rendering? 
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Discussions / Community & Volunteer Projects / Re: Victory 2D Game Engine
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on: 2008-02-22 22:38:44
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News  The last weeks I've worked hard on this engine, and it's getting better every day. - Complete network layer added - Design-by-interface for input, with AWT implementation, but JInput planned. - Basic physics, objects with speed, forces and mass. - Improved geometry library. - Seperation of game loop and render loop. Render slowdown will not affect game logic a lot or the other way around. But most importantly, I'm writing a tutorial, to create a simple Asteroids type game. So far I have a spaceship flying around in empty space, but in the coming days I'll probably add asteroids and shooting. Tutorial here: http://openwarengine.org/wiki/index.php/Victory_Engine_TutorialDownload here: http://openwarengine.org/wiki/index.php/Download_Victory_EngineIf you're interested in cooperating, we have need of - a revamped, well designed particle system - jinput implemenation of input - sound system with javasound and possibly OpenAL - OpenGL implementation of rendering - more geometry
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Discussions / Community & Volunteer Projects / Victory 2D Game Engine
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on: 2007-08-04 11:09:30
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(logo is a draft)As a pre-project to the OpenWar engine, we're working on a 2D Game Engine (for standalone games, no applets), which we will use for various demos. This engine will provide:- low-level things like a game loop - resource management and loading (that is to say, it comes with a simple resource manager, which you are free to use, but you can use something else) - generic framework for game objects (which have a sprite, position, speed, etc.) - geometry and collision checking - particle system - sound and music system - input manager - maybe networking it will not provide:- game specific things (such as an inventory, playing cards, weapon system) The graphics system is implemented trough an interface. The engine is delivered with a Java2D implementation, but other implementation can and will be written. Games are created by importing and extending the engine classes. Here's a screenshot of a demo thingy we use for testing (particles are much nicer by now, btw):  To join in the development, go to our "home"
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Game Development / Shared Code / Geometry classes
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on: 2007-08-01 22:15:20
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Here are the geometry classes used by my custom 2d game engine. Please post any improvements you make back here contains: interface Geometry: all classes implement this one class Vector2: a 2d vector2. can represent many things class Box: a box with a position and size class Circle: a circle with a position and radius class GameRuntimeException: my runtime exception. you can easily replace GameRuntimeException with RuntimeException in the above files download: http://www.the3rdage.net/files/2745/geometry.rar
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Games Center / Archived Projects / Re: Splatballs
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on: 2007-08-01 00:07:54
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The "press any key to restart" doesn't work, it appears to work only with the O key. I don't think you should be dead in 1 hit, and maybe it should shoot faster or with bigger bullets. Or better yet, let all the be customised as a difficulty level  The default swing interface isn't too pretty, but I assume it's temporary Original and fun otherwise.
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Discussions / General Discussions / Re: What's Killing Game Development?
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on: 2007-07-31 23:13:32
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Chances you can fit 'fun' inside an algorithm in your lifetime, are next to zero. not entirely true. if you know that a shooter level is fun if it has many alleys and corners, but with some open spaces, you can make the algorithm to do just that 
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Java Game APIs & Engines / Java 2D / Re: 2D Shadow Performance
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on: 2007-07-31 00:44:16
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determine the direction of the shadow, start at the opposite edge of the image and loop towards that direction. when you reach the end of the image (a.k.a. encounter a transparent pixel) start to draw black pixels, and fade it out after some more loops
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Game Development / Newbie & Debugging Questions / Re: Code Error
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on: 2007-07-29 01:19:10
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i don't think a non-abstract class can have abstract methods, because then you could create instances of it which don't have that method implemented.
so add a (empty) implementation to those methods, or make the whole class abstract
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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